Venerable Dreadnought

Homebrew by sirenspear

The Venerable Dreadnought boss fight. You may select up to 3 equipment for Venerable Dreadnought for the battle, not the standard 4. It is recommended that you attempt to fight Venerable Dreadnought with at least 2 full Kill Teams.

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Composition

The Venerable Dreadnought boss fight. You may select up to 3 equipment for Venerable Dreadnought for the battle, not the standard 4. It is recommended that you attempt to fight Venerable Dreadnought with at least 2 full Kill Teams.

Venerable Dreadnought
A 2
M 5"
S 2+
W 60
Weapons
ATK
HIT
DMG
Shield (Tor 3", Lethal 5+, Frozen)
4
3+
2/3
Fenrisian Great Axe
Crushing Howl (Dev 8, Brutal, Shock, Stun, Ceaseless)
2
5+
8/2
Cleaving Bane (Dev 3, Brutal, Shock, Stun, Cleave 3")
6
4+
5/3
Abilities
Blizzard's BlessingCleaveEndless StormFrosted Gears, Frozen MindFrozenHorn of SkadiHulking Demise1AP: Niflheim's ChargeRunes of MendingThe Frozen Empire2AP: Winds of Fenrir

Blizzard's Blessing: Once per battle, during the strategy phase, you may summon a Blizzard that surrounds you. Your use 4 dice while defending against Shooting actions. No one can Charge you until the end of the turning point. All enemies within your control range are pushed back 3" in a straight line unless a terrain feature intervenes. All Shooting actions further than 2" away suffer Obscurity, in addition to Obscurity, you may automatically retain two Normal or one Critical cover save per Shooting action

Cleave: All enemy operatives within range of the fighting action using Cleave must roll a D6 and take the results as DMG. On results of 6+, they must roll to see if they are Frozen

Endless Storm: You may perform any amount of Shoot actions, or any amount of Fight actions per turning point

Frosted Gears, Frozen Mind: Once per battle, during the strategy phase, may select this option. All DMG inflicted on this operative is reduced by 50% for the remainder of the turning point, and the turning point that follows you may deduct 1 DMG from all Normal and Critical dice that are retained against you

Frozen: Each enemy operative targeted with this weapon must roll a D6. On 3+, they are Frozen and lose 2APL, -3" MOV, -2 ATK to all weapon profiles, and +2 to Save until the end of the turning point. At the start of the next turning point when Frozen wears off, take D3 DMG. In addition, if the operatives targeted by this weren't ready at the time they received Frozen, they take D3 DMG

Horn of Skadi: Once per battle, during the firefight phase, you may use this ability. All enemy operatives within 3" gain Frozen

Hulking Demise: You may not gain cover from light terrain, including the cover save that comes with it. Heavy cover will only provide cover if it's taller than 2", and conceals the entirety of your base. If any area of your base is visible, you are legal to shoot regardless of order

Niflheim's Charge (1AP): You may add 4" to your charge instead of 2", doing D3 DMG to the primary target. You may then perform a free fight action, and you may automatically retain a Critical hit against the primary target of your charge if you decide to Fight. The primary target of your Charge must roll for Frozen if they are still alive after the activation. If they are not alive, you may instantly Charge another enemy operative within 3" and gain an additional free Fight action

Runes of Mending: If the Venerable Dreadnought ever falls to or below 20 WND, but survives the turning point, they automatically regain 30 WND at the start of the next strategy phase. When the Venerable Dreadnought falls to or below 15 WND, he automatically gains Frosted Gears, Frozen Mind for the remainder of the duration he is at or below 15 WND. This may occur during a Fight, Retaliation or Shooting action against Venerable Dreadnought. The dice that brings him to or below the DMG threshold may be retained normally, but all dice resolved after are subject to Frosted Gears, Frozen Mind

The Frozen Empire: Every time you kill a Frozen enemy within 6" you gain +1 APL, but that enemy operative must be Frozen from an action prior to the one that kills it

Winds of Fenrir (2AP): You may select a terrain feature within 6" and target it with Horn of Fenrir. Roll a D6. On 5+, the terrain feature is detroyed and is removed from the battleground. Any enemy operatives that were using the vantage of the terrain fall off as it crumbles, and they are placed in their respective locations under the vantage terrain. Every enemy operatives displaced by the Horn of Fenrir must roll D6 and take the result as DMG. On 4+ blow all enemies off the vantage point, placing them within 1" of the terrain feature on the ground level, in a direction that is away from Venerable Dreadnought. Every enemy operatives displaced by the Horn of Fenrir must roll D3 and take the result as DMG

60
Equipment

Glacial Treads:
Gain 2" to MOV stat


Carbon Edge:
Add +2 to both Normal and Critical DMG profiles on all ranged weapons


Whetglacier:
Add +2 to both Normal and Critical DMG profiles on all melee weapons


Váli's Wings:
Once per battle you may reposition to any legal location on the battlefield, including engagement range of enemies. If you end this ability within engagement range of enemy operatives, they must each roll D3 and take the result as DMG


Thermal Sync:
You may not be incapacitated by an enemy operative that is Frozen, regain 1 WND after the action that would have incapacitated you


Ymir’s Breath:
Twice per battle, you may select an enemy operative visible and within 8" and they must roll two D6 and take the result as DMG, all enemy operatives within 1" of the primary target must also roll two D6 and take the result as DMG. If the result is 10+, you must roll for Frozen


Ploys

Strategic - New Ploy:


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.